but isn't this used just for the selection of the proper studiomdl.exe?
Because I set a custom env var %sdkbin% I use in all my compile .bats, so
I'm sure I was at least using the ep1 studiomdl.exe.

> Maarten,
>     I think this is the %VProject% still getting set wrong, check your
> path
> and make sure it matches the mod you're working on.
>
> checkpath.bat:
>
> @echo off
> echo "sourcesdk path:
> echo %sourcesdk%
> echo
> echo vproject path:
> echo %VProject%
> pause
>
> You have to set the mod in the sdk launcher, exit the launcher, then run
> it
> again a second time to get the %VProject% to take.  If you change mods,
> always double check to make sure the path is set properly.
>
>
>
> ----- Original Message -----
> From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Saturday, November 17, 2007 8:15 AM
> Subject: Re: [hlcoders] Model compile error
>
>
> it's probably just an issue with studiomdl running the wrong binaries
> you could try adding 2 environment variables like
> EP1SDK_BIN
> and OBSDK_BIN
> and point them to the respective folders ie:
> EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
> OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin
>
> then when you load up your command prompt
> set path=%path%;%EP1SDK_BIN%
> compile your model.
>
> and of course you can use the other one for the orange box tools.
>
>
> On Nov 17, 2007 11:08 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
>> I do not think that this is caused by a bad qc. It propably only happens
>> if you use the ep1 compiler. If the model viewer is started before
>> compiling anything works fine.
>>
>> It happens eg for this qc which is a sample of noasis:
>>
>> $modelname skeleton\Skull.mdl
>> $cdmaterials models\skeleton
>> $surfaceprop "pottery"
>> $staticprop
>> $scale 1
>> $body studio "Skull_reference.smd"
>> $sequence idle "Skull_idle" fps 1
>> $collisionmodel "Skull_phys.smd"
>> {
>>     $Mass 1
>>     $concave
>> }
>>
>> -archy
>>
>>
>> Jake Breen wrote:
>> > Post your QC please.
>> >
>> > maarten wrote:
>> >> I tried launching hlmv, but it crashed on me too. Restarted steam,
>> >> lauched
>> >> hlmv, loaded a model just to be sure, and now it compiles.
>> >>
>> >> I thought I'd seen it all, but guess what :D
>> >>
>> >> Thanks a bunch archy!
>> >>
>> >>
>> >>> For me starting the model viewer and keep it running while compiling
>> >>> models solved this problem.
>> >>> -Archy
>> >>>
>> >>> maarten wrote:
>> >>>
>> >>>> Hi list!
>> >>>>
>> >>>> this is probably a question for valve, but maybe one of you has hit
>> >>>> it
>> >>>> before.  I'm trying to compile a new model, but studiomdl keeps
>> >>>> crashing
>> >>>> on me:
>> >>>>
>> >>>> C:\OffLimits\modelsrc\vehicles\greyhound>"C:\Program
>> >>>> Files\Steam\steamapps\keats
>> >>>> @off-limits.be\sourcesdk\bin\ep1\bin"\studiomdl.exe greyhound.qc
>> >>>> qdir:    "c:\offlimits\modelsrc\vehicles\greyhound\"
>> >>>> gamedir: "c:\program
>> >>>> [EMAIL PROTECTED]
>> >>>> 2\hl2\"
>> >>>>
>> >>>> g_path:  "greyhound"
>> >>>> Working on "greyhound.qc"
>> >>>> SMD MODEL greyhound_reference.smd
>> >>>> SMD MODEL greyhound_physmodel.smd
>> >>>> SMD MODEL greyhound_idle.smd
>> >>>> SMD MODEL greyhound_turn.smd
>> >>>> SMD MODEL greyhound_suspension.smd
>> >>>> SMD MODEL greyhound_wheelspin.smd
>> >>>> Model has 20 convex sub-parts
>> >>>> Collision model completed.
>> >>>> ---------------------
>> >>>> writing c:\program
>> >>>> [EMAIL PROTECTED]
>> >>>> 2\hl2\mod
>> >>>> els/vehicles/greyhound.mdl:
>> >>>> bones        15920 bytes (46)
>> >>>> animations    2720 bytes (24 anims) (30 frames) [0:07]
>> >>>> sequences     3420 bytes (10 seq)
>> >>>> ik/pose        344 bytes
>> >>>> eyeballs         0 bytes (0 eyeballs)
>> >>>> flexes           0 bytes (0 flexes)
>> >>>> textures        72 bytes
>> >>>> keyvalues      416 bytes
>> >>>> Collision model volume 5078298.00 in^3
>> >>>> collision        0 bytes
>> >>>> total        25796
>> >>>> ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
>> >>>> ERROR: Aborted Processing on 'vehicles/greyhound.mdl'
>> >>>>
>> >>>> Is there any way to debug this further? studiomdl creates an empty
>> >>>> file
>> >>>> for the mdl. I've tried finding errors in the model but came up
>> >>>> empty so
>> >>>> far, and the error doesn't help much in that direction either.
>> >>>>
>> >>>> Thanks for any info!
>> >>>>
>> >>>> -- maarten
>
>
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